Saturday, September 11, 2021

Horus Heresy Review: Huscarl Squad

Background.
The Warhammer Community recently released the first in what promises to be an exciting series of publications on exemplary battles. Contained within this first release: The Battle of Pluto, is a new unit for the Horus Heresy game, the Huscarl Squad.

These Imperial Fists marines have risen through the Phalanx Warders and are considered to be very hardy and therefore charged with the shielding of Imperial Fists battle components. They are unsung heroes of the Imperial Fists and have a "singular nature" in the service of Dorn. 

Strengths.
They are Cataphratii terminators that carry storm shields, along with a power weapon of their choosing. This automatically ranks them as high quality and a solid investment. The ability to upgrade with power gauntlets of the Solarite flavour is superb, and the grenade harness rounds them all off nicely. 

In addition to this, the teleporter transponders mean that they match the Night Lords for the ability to get where they need to be. This is uncommon in the Horus Heresy and should not be overlooked. 

Other special rules grant them bonus WS if they are charged and have 3 or more models remaining (this extends to characters joined to the squad) and they can replace a legion command squad as a retinue if required (certainly recommended for consideration from me!). 

Weaknesses.
Fundamentally, these marines are still single wound terminators with a moderate leadership value. Models that are able to pump out enough shots to force saving throws, and those with AP2 or other means (e.g., Fear) are going to cause the squad problems. With this in mind, it is important to remember the price tag attached here which is moderately steep, but very reasonable for what you get. Its just a pity they don't have 2 wounds each really as otherwise they could compete with the Salamanders terminators. 

Finally, without any ranged weapons, it is important that these marines get to where they need to be in the game as soon as possible. Teleport in by all means, but then watch out for faster armies who will run rings around them (White Scars). 

Builds. 
5 Huscarls, all with power axes. (275 points).
This is actually the baseline squad and it will serve very well as a teleport in and make a mess of a backline squad, or hold a critical line against the advancement of enemies -- just as Dorn intended.

10 Huscarls, 5 Solarite Power Gauntlets, 2 Power Axes, 3 Power Swords, 1 Grenade Harness (535 points).
Probably only for legendary battles where a Primarch is involved given the points costs here. Regardless, this squad really will hold a good line against most comers, particularly when paired up with the likes of Dorn himself. Good luck, and don't take and fear tests from Night Lords. 

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